Facet
Merges nearly flat regions into large flat facets.
low poly, planar, flatten, facets, crystalline, polygonal, stylise- Category
- Modifiers
- Outputs
- mesh
- Runs live in
- no target yet
Dense generated surfaces come out as thousands of triangles all facing slightly differently, so flat shading still reads as smooth. This groups them and flattens each group onto one plane, which is what actually produces the low-poly look on a generated body.
Count mode turns it around: name how many facets you want and the tolerance is worked out for you. That is a target rather than a promise, since regions merge in steps.
On a regular grid it gives the grid back. Planarising only produces interesting facets on irregular surfaces, so decimate first if the shape came from a primitive.
Inputs
| Socket | Type | Wiring |
|---|---|---|
| mesh | geometry |
Parameters
| Name | Type | Default | Available when | What it does |
|---|---|---|---|---|
| Mode | angle | count | angle | always | |
| Angle | number | 22 | Mode is angle | |
| Count | number | 40 | Mode is count | |
| Double Sided | checkbox | off | always |
2 of these 4 parameters only apply in some settings. The Available when column says which.
Built with this node
Nothing in the manual is built around this node yet.
See also
- decimateRun it first when the surface came from a primitive, or the facets follow the grid.
- metaballMeshThe usual source of a dense blobby surface that needs faceting.